Pikmin 2

Collector's Room

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Collector's Room
The majority of the treasures in Collector's Room sublevel 1.
Sublevels 7 Ultra-bitter sprays 2
Red Pikmin 0 Ultra-spicy sprays 3
Yellow Pikmin 0
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Blue Pikmin 0
White Pikmin 50
Purple Pikmin 0
Bulbmin 0


The following article or section contains guides.
The strategies shown are just suggestions.

The Collector's Room (コレクタールーム?, lit.: "Collector's Room") is the thirteenth level in Pikmin 2's Challenge Mode. This unusual challenge places more emphasis on quickly defeating enemies and efficiently transporting treasure, given the extremely strict time limit. With this in mind, unless setting a high score is the goal, it's often best to simply leave each floor as soon as The Key has been collected.

Sublevel 1[edit]

A small sublevel with various treasures scattered around. The Key is inside the Red Bulborb. If you don't care for a pink flower ranking, it is far faster to simply feed the Bulborb some of your White Pikmin. Otherwise, a good strategy is to wake it up, retreat until it loses interest in your squad, and attack it while it is falling back asleep – the animation where it falls back asleep cannot be interrupted, giving your army a few moments to wail on it unopposed.

You have so little time that you're probably better off leaving as soon as you collect The Key, but if you're feeling gutsy, there are a few treasures around to collect, including a buried Pink Menace.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 4
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_MAT_mid2_tsuchi.txt
Lighting file (?) normal_light_cha.ini
Background (?) vrbox (none)
Cave units (?)
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
way2x2_tsuchi
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_mid2_3_tsuchi
Y-shaped room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Horsetail Horsetail 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3 Pink Menace Pink Menace 1 None Treasure spots
4 Master's Instrument Master's Instrument 1 None Treasure spots
5 Eternal Emerald Eye Eternal Emerald Eye (US/EU)
Magical Stage Magical Stage (JP)
1 None Treasure spots
6 Repugnant Appendage Repugnant Appendage 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 2[edit]

This sublevel is essentially the same as the last one, except The Key is inside a Orange Bulborb, and the sublevel, tile themed, is slightly larger. The same method as the last sublevel applies, although keep in mind that Orange Bulborbs are much more aware of their surroundings.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 4
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 4
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_tako_north_tile.txt
Lighting file (?) normal_light_lv0.ini
Background (?) vrbox (none)
Cave units (?)
cap_pipe
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_pipe
room_tako2x2_8_tile
room_north2x2_1_tile
Long corridor Square room with 4 exits Square room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Orange Bulborb Orange Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Crystallized Clairvoyance Crystallized Clairvoyance 1 None Treasure spots
3 Harmonic Synthesizer Harmonic Synthesizer (US/EU)
Ultimate Spinner Ultimate Spinner (JP)
1 None Treasure spots
4 Wiggle Noggin Wiggle Noggin 1 None Treasure spots
5 Space Wave Receiver Space Wave Receiver 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 3[edit]

An immensely cramped sublevel. If you're going for a pink flower, you may wish to simply use a bitter spray on the Red Bulborb – the sublevel is so small that, once it awakens, almost the entire sublevel is within its territory radius.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_units_north_metal.txt
Lighting file (?) metal_light_lv2.ini
Background (?) build (P2 VRBOX build.png steel)
Cave units (?)
item_cap_metal
way3_metal
way4_metal
wayl_metal
way2_metal
way2x2_metal
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_north_1_metal
Circular room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Glowstem Glowstem (red) 2 None Plant spots
3 Glowstem Glowstem (green) 2 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4 Omega Flywheel Omega Flywheel 1 None Treasure spots
5 Temporal Mechanism Temporal Mechanism 1 None Treasure spots
6 Network Mainbrain Network Mainbrain 1 None Treasure spots
7 Repair Juggernaut Repair Juggernaut 1 None Treasure spots
8 Director of Destiny Director of Destiny 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 4[edit]

Somewhat similar to the second sublevel, except your adversary is a Hairy Bulborb. The same method applies.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 0
Dead end unit probability (?) 100
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_NARI_4x4b_conc.txt
Lighting file (?) normal_light_lv0.ini
Background (?) vrbox (none)
Cave units (?)
item_cap_conc
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_4x4b_4_conc
Room with 4 exits
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Hairy Bulborb Hairy Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Implement of Toil Implement of Toil 1 None Treasure spots
3 Talisman of Life Talisman of Life 1 None Treasure spots
4 Strife Monolith Strife Monolith 1 None Treasure spots
5 Chance Totem Chance Totem 1 None Treasure spots
6 Flame of Tomorrow Flame of Tomorrow 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 5[edit]

This sublevel generates somewhat similarly to the Emergence Cave's first sublevel, although it uses a soil theme instead of snow. The Red Bulborb has The Key.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 3
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 2
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 1_NARI_north4_tsuchi.txt
Lighting file (?) normal_light_lv1.ini
Background (?) vrbox (none)
Cave units (?)
cap_tsuchi
item_cap_tsuchi
way3_tsuchi
way4_tsuchi
wayl_tsuchi
way2_tsuchi
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_tsuchi
room_north4_1_tsuchi
Long corridor Circular room with lumber
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Bulborb Red Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Fiddlehead Fiddlehead 3 None Plant spots
3 Common Glowcap Common Glowcap 3 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
4 Mirrored Stage Mirrored Stage 1 None Treasure spots
5 Time Capsule Time Capsule 1 None Treasure spots
6 Crystal Clover Crystal Clover 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 6[edit]

Another tile-themed sublevel. This sublevel is big enough thankfully that the usual Bulborb strategy will work – wake the Orange Bulborb up, retreat until it loses interest, and attack while it falls asleep again.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 5
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 4
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) 2_units_tako_north_tile.txt
Lighting file (?) normal_light_lv2.ini
Background (?) vrbox (none)
Cave units (?)
cap_pipe
item_cap_pipe
way3_pipe
way4_pipe
wayl_pipe
way2_pipe
Dead end Dead end with item Three-way crossing Four-way crossing Turning corridor Corridor
way2x2_pipe
room_tako2x2_8_tile
room_north2x2_1_tile
Long corridor Square room with 4 exits Square room with 1 exit
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Orange Bulborb Orange Bulborb 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
2 Milk Tub Milk Tub 1 None Treasure spots
3 Broken Food Master Broken Food Master (US)
Merciless Extractor Merciless Extractor (EU)
Broken Cooking God Broken Cooking God (JP)
1 None Treasure spots
4 Sud Generator Sud Generator 1 None Treasure spots
5 Rubber Ugly Rubber Ugly (US/EU)
Divine Cooking Tool Divine Cooking Tool (JP)
1 None Treasure spots
6 Invigorator Invigorator 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Sublevel 7[edit]

Be cautious as soon as you land – in all likelihood, the Gatling Groink will immediately aggro on you. The Key is inside it, so use any remaining sprays to kill it as quickly as possible.

This sublevel has quite a lot of treasure – if you have any time left over, you may want to take a few moments to collect as much as you can.

Generate sample map →

Technical sublevel information
Internal cave name ch_NARI_04series
"Main" object maximum (?) 1
"Treasure" object maximum (?) 11
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 1
Corridor-to-room ratio (?) 0
Escape geyser (?) No (despite having one, in reality)
Clogged hole (?) No
Cave units file (?) 1_MIYA_manh2_conc.txt
Lighting file (?) normal_light_lv0.ini
Background (?) vrbox (none)
Cave units (?)
cap_pipe
way3_conc
way4_conc
wayl_conc
way2_conc
way2x2_conc
Dead end Three-way crossing Four-way crossing Turning corridor Corridor Long corridor
room_manh_2_conc
Large circular room
Detailed object list
The game spawns these "main" objects:
ID Object Amount Fall method Spawn location
1 Gatling Groink Gatling Groink (free) 1 None "Hard" enemy spots
- The Key The Key Carried inside entry with ID 1
Then it spawns these "decoration" objects:
ID Object Amount Fall method Spawn location
2 Shoot Shoot (large) 1 None Plant spots
Then it spawns these "treasure" objects:
ID Object Amount Fall method Spawn location
3 Remembered Old Buddy Remembered Old Buddy 1 None Treasure spots
4 Fond Gyro Block Fond Gyro Block 1 None Treasure spots
5 Memorable Gyro Block Memorable Gyro Block 1 None Treasure spots
6 Lost Gyro Block Lost Gyro Block 1 None Treasure spots
7 Favorite Gyro Block Favorite Gyro Block 1 None Treasure spots
8 Treasured Gyro Block Treasured Gyro Block 1 None Treasure spots
9 Glee Spinner Glee Spinner 1 None Treasure spots
10 Stone of Glory Stone of Glory 1 None Treasure spots
11 Cosmic Archive Cosmic Archive 1 None Treasure spots
12 Dream Architect Dream Architect 1 None Treasure spots
13 Prototype Detector Prototype Detector 1 None Treasure spots
For details on how objects are spawned, and how some may fail to spawn, see here.

Trivia[edit]

Names in other languages[edit]

The following article or section needs help from someone who can translate Chinese/Dutch/Korean text.

Language Name Meaning
Flag of Japan Japanese コレクタールーム?
Korekutā rūmu
Collector's Room
Flag of the Republic of China (Taiwan) Chinese
(traditional)
收藏間
Flag of China Chinese
(simplified)
收藏间
Flag of the Netherlands Dutch Verzamelkamers
Flag of Québec French (NoA) Salle du collectionneur Collector's room
Flag of France French (NoE) Salle du Collectionneur Collector's Room
Flag of Germany German Zimmer des Sammlers Collector's Room
Flag of Italy Italian Stanza collezionista Collector Room
Flag of South Korea Korean 컬렉터 룸
Flag of Spain Spanish Salón del Coleccionista Collector's Room